Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 |
Aeshuura |
It was going to be a smaller town like Solace (or actually Solace, if that is where we are starting). I don't think that hermit will work because their ability is based on learning a secret, while Urgo is not really the "learned" character.
I was thinking Outlander, but he shouldn't really be the "self-sufficient" character either. I think he would be very dependent on others or working in town...
Thanks for the suggestion though... ^_^
EDIT: DM, can I use the background feature of this Farmer background? Everything else will be the same as Folk Hero.
Daniel Stewart |
Sorry for the delay...here is my Minotaur Ranger submission.
Beliminorgath – Male Minotaur Ranger – 3 (Hunter)
Strength 17 (+3)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 10 (+0)
Size: Medium
Height: 6’ 9”
Weight: 325 lb
Skin: Brown fur
Eyes: Brown
Hair: Golden Brown
Alignment: Neutral
Maximum Hit Points: 25
Armor Class: 14 = 12 +2 [Dexterity]
Speed: 30 feet
1 Scimitar [+5 to hit; 1d6+3 slashing, 2 lb, finesse, light]
1 Scimitar [+5 to hit; 1d6+3 slashing, 2 lb, finesse, light]
Proficiency bonus: +2
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 4 = + 2 [Dexterity] + 2 [proficiency]
Attack (missile / finesse): + 4 = + 2 [dexterity] + 2 [proficiency]
Strength save: + 5 = + 3 [strength] + 2 [proficiency]
Dexterity save: + 4 = + 2 [dexterity] + 2 [proficiency]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 0 = + 0 [intelligence]
Wisdom save: + 1 = +1 [wisdom]
Charisma save: +0 = 0 [charisma]
Insight (passive): 11 (15 with advantage)
Investigation (passive): 10 (15 with advantage)
Perception (passive): 13 (18 with advantage)
Languages: Common
Skills (* = proficient)
Acrobatics: 2
Animal Handling: 2
Arcana: 1
*Athletics: 5
Deception: 0
History: 1
Insight: 1
Intimidation: 0
Investigation: 0
Medicine: 1
*Nature: 2
*Perception: 3
Performance: 0
Persuasion: 0
Religion: 0
Sleight of Hand: 2
*Stealth: 4
*Survival: 3
Feats
N/A
Personality Traits:
Personality Trait (1): I’m driven by a wanderlust that led me away from home.
Personality Trait (2): I watch over my friends as if they were a litter of newborn pups.
Ideal: Life is like the seasons, in constant change, and we must change with it. (Chaotic)
Bond:
Flaw: There’s no room for caution in a life lived to the fullest.
Background Traits: Outlander
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Origin: Bounty Hunter
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Minotaur Traits
Ability Score Increase: Your Strength score increases by 1.
Conqueror’s Virtue: From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
Horns: You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
Goring Rush: When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
Hammering Horns: When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone. Labyrinthine Recall. You can perfectly recall any path you have traveled.
Ranger Traits (Hunter)
Favored Enemy: Humans, Dwarves
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer: Forests
When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.
Fighting Style: Two –Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Primeval Awareness:
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Hunter’s Prey: Colossus Slayer
Your tenacity can w ear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Equipment
A staff, a hunting trap, a trophy from an animal you killed (badger-skin sporran) , a set of traveler’s clothes, and a belt pouch containing 10 gp, Hide armor, two scimitars, an explorer’s pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hemp rope strapped to the side of it), a longbow and a quiver of 20 arrows
Trinket: A dragon's bony talon hanging from a plain leather
Background
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 |
By the way, is there a reason there's not a separate recruitment thread? I bet a lot of people who would be interested are seeing a long "interest check" thread and thinking it's either already come and gone or else that a recruitment thread is forthcoming, and therefore haven't submitted characters.
DaWay |
Figured anyone interested would have joined. I will make another thread to recruit more if the party would like. I am going to take
Urgo the Mistunderstood
Moon-Dancer
Beliminorgath
Larissa Galandol
I would add Vic Lofliss but he has not checked into this thread in days. I will give him until friday.
In the meantime, I will open up a discussion thread. I need to know how everyone knows each other and if you would like me to recruit more, and if so how many more would you like. I am comfortable with the 4 or 5 this party is comprised of but I do not want more than 6.
Moon-dancer |
Just FYI, I was planning on picking up a level in life domain cleric when the plot progresses to that point, as well as picking up some healing spells with my bard spells known (something I avoided for story reasons so far). So you could go with a more martial bent (paladin, fighter/cleric, etc.) and not have to worry as much about the healing end of things. Maybe start as a fighter and see if the boss will let you swap out some levels for paladin or cleric later?
DaWay |
You could worship whomever you like. I am planning on starting with the first one. If all goes well, I would move to the second and so on but I am not making a commitment to run all of them. Just one at a time.
You would not have any divine spells or be able to channel your divinity powers until you have read the disks of mishakel.
Urgo the Misunderstood |
Well, you could use this site to walk you through, though it is a little more restrictive. No half-elf, but it walks you through building a character. Use the DM's rules listed early on in this thread, and you will have the four main classes available to you in the basic rules.
Half elf stats: Cha +2, two other ability scores raised by +1 each, Base speed 30', Darkvision 60', Fey ancestry: advantage on saves v. charms and can't be put to sleep by magical means, Proficiency in two extra skills of your choice, and Languages you start with Common, Elvish, and one of your choice.
I hope that helps to get you started.